Env lightglow

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env_lightglow used in a tunnel to create an illusion of overwhelming brightness at the end of the tunnel

Entity Description

An entity that puts an additive glow in the world, mostly used over light sources and other locations where a glow would look natural (tunnels, caves, dark buildings, etc).

Tip.pngTip:For symmetrical glows, you can also use an env_sprite entity using a glow sprite.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
  • HDRColorScale
<float> Float value to multiply sprite color by when running in HDR mode.
  • rendercolor
#000000 Glow Color
  • VerticalGlowSize
<integer> Vertical Size
  • HorizontalGlowSize
<integer> Horizontal Size
  • MinDist
<integer> The distance at which this effect will be fully translucent.
  • MaxDist
<integer> The distance at which this effect will be at full intensity.
  • OuterMaxDist
<integer> If larger than the maximum distance, this is the length at which the glow will fade completely out, between the span of the maximum distance and this length.
  • GlowProxySize
<float> Size of the glow to be rendered for visibility testing. Must be larger than the distance from the sprite center to empty space. So if this glow is inside geometry (like a light bulb), set this value to be bigger than the bulb's radius. Any time a sphere of this radius would be visible (poking through any nearby geometry), the glow will be rendered.

Flags

  • 1 : Visible only from front

Inputs

Outputs